Beruflich Dokumente
Kultur Dokumente
Rommel L. Verecio
rlverecio@lnu.edu.ph
Leyte Normal University, Tacloban City, Philippines
ORCID ID 0000-0003-2671-9251
Abstract
Objectives: Online games have gained increased popularity over the last decade.
Despite the many positives of gaming, alleged problems relating to this have
emerged, more specifically about addiction among players. The negative impact
of online games has received much attention. Thus, this study is conducted to
determine the implications of playing online games towards academic
performance. Methods: The descriptive survey method which involved a
questionnaire, interviews, and observations were employed. One hundred thirty-
nine (139) students currently enrolled during the first semester of the school year
2017-2018 served as respondents. Findings: It showed that the majority of the
students expressed that the implications of playing online games in their academic
performance are “I cannot focus on my studies” having (49.61%; n=69).
Applications/Improvements: Results of the study would serve as inputs to the
Leyte Normal University, Tacloban City in crafting policy measures that would
benefit its stakeholders.
1
1. Introduction
2
Theoretical Framework
3
4. What inputs for recommendations can be derived based on the findings of
the study?
2. Methodology
Research Design
The study employed a descriptive method using a questionnaire as its data
gathering tool to determine the reasons for playing online computer games and its
implications towards academic performance.
Research Procedure
The researcher request permission from the head of the agency of the Leyte
Normal University, Tacloban City for the determination of respondents that will be
involved directly in the study and distribution of the questionnaires.
4
Table 1 as shown are the profile of the BSIT students.
Age. The most number of respondents were 19-20 years old (62.60%;
n=87), came next is 22 -22 years old (15.10%, n=21), this was followed with 17-18
years old (10.80%, n=15), while 25 and above years old represent the smallest
portion of the sample (2.10%, n=3).
Gender. The data showed that female respondents dominate having
(50.40%; n=70) and male which has (49.60%; n=69) from 139 respondents.
5
Year Level. The data disclosed that most respondents were on the third
year level having (41.00%; n=57), fourth year level (33.10%; n=46), second-year
level (16.50%; n=23) and the smallest is in the first year level (9.40%; n=13).
Figure 1 Preferred Time Playing Online Game
The figure above disclosed that majority of the students preferred to play
online games between 5 pm – 10 pm having (54.7%; n=76), came next was
followed from 12nn – 5 pm having (23.7%; n=23) while the least is between
3 am – 8 am having (7.9%; n=11).
6
Figure 2 Online Games Commonly Played
The data disclosed that majority of the students played Clash of Clans
having (37.4%; n=52), came next was the Defense of the Ancient (DOTA) having
(28.1%; n=39) while the least online games played is Eve Online having (0.7%;
n=1).
The graph revealed that majority of the students devote playing online
games from 1-3 hrs. in a day having (77.7%; n=108), came next was 3 -5 hours a
day having (10.8%; n=1) while the least is 11 hrs. and above in a day having (0.7%;
n=1).
7
Figure 4 Reasons for Playing Online Games
The data reveals that majority of the students played an online game
because of Entertainment having (51.1%; n=71), came next was Stress Relief
having (49.6%; n=69) while the third is Boredom having (46.8%; n=65).
5. Recommendations
8
2. The university must come-up policies and programs to closely monitor
students who are addicted to playing online games.
3. Students must think that games are only a form of recreation. Therefore
it should not be given much priority over higher and more realistic
priorities such as their studies.
6. References
1. Hwang, C.H. (2000). Internet usage of Taiwan’s College students: the flow
theory perspective [Master’s thesis]. Taiwan: National Chiao Tung
University.
2. Choi, D., and Kim, J. (2004). Why people continue to play online games: In
search of critical design factors to increase customers loyalty to online
contents. CyberPsychology & Behavior 7:11–24
3. Conrad, Brent. (n.d.). Computer Game Addiction - Symptoms, Treatment,
& FAQs. Retrieved from
http://www.techaddiction.ca/computer_game_addiction.html
4. Miller, Tracy (2013). Video Game Addiction and other Internet Compulsive
Disorders Mask Depression, Anxiety, Learning Disabilities. Paper
presented on New York Daily News. Retrieved from
http://www.nydailynews.com/life-style/health/kids-addicted-video-games-
violent-experts-article-1.1298338
5. Young, Kimberly (2009). Understanding Online Gaming Addiction and
Treatment Issues for Adolescents. The Center for Internet Addiction
Recovery, Bradford, Pennsylvania, USA
8. Lo, S.K., Wang, C.C., and Fang, W.C. (2005). Physical, interpersonal
relationships and social anxiety among online game players.
CyberPsychology & Behavior 8:15–20.
9. Chen, H., Wigand, T.R., and Nilan, S.M. (1999). Optimal experience in web
activities. Computers in Human Behavior 15:585–608.
10. Ghani, A.J., and Deshpande, P.S. (1994). Task characteristics and the
experience of optimal flow in human-computer interaction. Journal of
Psychology 128:381–391.
11. Hoffman, D., and Novak, P.T. (1997). A new marketing paradigm for
electronic commerce. Information Society: Special Issues on Electronic
Commerce 13:43–54.
12. Trevino, K.L., and Webster, J. (1992). Flow in computer-mediated
communication. Communication Research 19:539–573.
9
13. Webster, J., Trevino, K.L., and Ryan, L. (1993). The dimensionality and
correlates of flow in human-computer interactions. Computers in Human
Behavior 9: 411–426.
14. Csikszentmihalyi, M. (1997). Finding Flow: The Psychology of Engagement
with Everyday Life. New York: Basic Books.
10